Accidentally Eidolonned


Advice


So, if, for example, you were to accidentally swap places via a planar accident with your eidolon, what would it gain as a PC, and what would happen to the summoner when the eidolon summons him? Not that this happened or anything...
Insert (Explosion - extradimensional space - magical energy vortex of amazing proportions - 7 large angry cows & one confused crocodile)


The ability to summon the summoner. That's it. Eidolons are really powerful as it is and depending on how they are built take the spotlight away from the summoner anyway.


Normally yes, but I am a master summoner, and he is a wee little half level scout pocket eidolon. GM is creatively adjusting my OP Master Summoner.

If I summon the summoner, can he summon me right back? Can he summon things (like other PCs) to the Eidolon Home as he knows their names? can he summon anything as an entity of Elsewhere? Or am I off the reservation completely?

Grand Lodge

Rules don't cover this, so it's whatever the GM decides.


The rules don't cover any such thing. But I really can't imagine an accident that would affect the bond in this way. I can imagien an accident where the summoner gets sent to the edilon's home plane. Where he therein is not a native of the plane and it would funciton as if he had planeshifted there. If he summoned the eidolon back to its home plane while there and the eidolon died I'd probably have the eidolon be permanently destroyed like a normal outsider.


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Storywise, this is a super cool idea and now I want to play in your GM's campaign.

Mechanicswise, this ia a challenge. Your character effectively just changed from Master Summoner who can utility summon at need to scout and trapfinder (depending on what your skills and evolution points are).

The problem is, if the Eidolon can summon the Summoner and the Summoner can then summon something else, the GM hasn't limited the Summoner. Plus, that would go against the "no using the summon SLA's with the Eidolon on the field" part of the Summoner class. So now the Summoner is there for the magical support he can provide with his other spells. That means the Eidolon is either going to have to re-tune itself for combat (and I'm not sure it can with the limitations of the master summoner) or be the out-of-battle scout and summon the summoner for in-battle buffing and support.

How about this? The Summoner finds that the magical energy of his new plane can be used to recharge his energies. Depending on how the first play session work out, I might rule that the energies of the prime material plane mutate the Eidolon enough to add a couple extra evolution points. This essentially eliminates the summon SLA's from the master summoner but gives him more spells per day. Roleplay the Eidolon out of combat and summon the Summoner for magical support in combat.

The other road to take would be to rule that the magical accident has caused the summoning SLA (and associated feats/abilities) of the Summoner to work through the Eidolon. The Eidolon can now summon like a master summonter, but cannot cast spells without summoning the Summoner. Since the Eidolon is built for scouting, this would allow it to hide and summon during battle without the associated support magics of the Summoner.

Maybe the effects of the accident are completely erratic, and the magical effects change over time. This would allow you and your GM to try out several different ideas while still having a consistent story for roleplay.

Regardless, this sounds like a roleplaying goldmine. I hope you let us know how things work out.


Thanks for the excellent post Mystically. I like the second idea of the magical support, and I have been playing the summoner as a scatterbrained surfer dude (Wisdom 7), he would be busy being a tourist of Eidolonville in his off time.


Roleplaying gold mine is spot on. Your campaign sounds absolutely amazing.


So here is what we decided to try. My Eidolon could summon his summoner a number of times per day equal to the eidolons charisma bonus (5) for eidolon level (8) minutes per day per summoning. While summoned, the summoner could do everything he normally could, with the exception of only using one SMIV at a time. The summoner becomes a planar/eidolon creature for spell purposes. The summoner also gains all the eidolon healing spells and restores per level,as that's the only way the summoner can be healed. If he is killed, he is just dispersed and can be re-summoned.

The Eidolon becomes a full leveled eidolon, and gains instead (optionally instead of an ability point gain) an evolution point each time he can gain one. He also gets a floating evolution pool of one point every 4 levels (3 at level 8) that can be used as a move action to swap evolutions as he desires. He was also given his normal eidolon feats (3) plus level as a character feats, (7) total. I can use 2 of those feats to take one level in any class to gain the basic skills of that class, brought about by my whining to be a rogue. I havent assigned feats/class yet.

Field testing brought out the limitation of the eidolon only being able to use the minor/major magics one time per day each to prevent spell spam prevention. The eidolon is still weak as a scout, but his rogish skills are unmatched, avg 20 +d20 roll. I gave him fly and both shadow evolutions, and 3-4 skills, and small size.

Limitations so far seem to be in combat. He faces an action economy issue summoning his master, then the master gets to work with spells, etc like a regular summoner. His only contribution in a fight is bringing the summoner into the room.

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